From 3ac863ebc8f55dd0838b4ee2f9d0c39234af25eb Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期一, 09 二月 2026 10:46:00 +0800
Subject: [PATCH] 358 【内政】红颜系统-服务端(修改游历体力为DWORD;红颜时装升级改为使用背包物品;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py |  475 +++++++++++++---------------------------------------------
 1 files changed, 111 insertions(+), 364 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
index 3a2e2e4..25fab78 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -24,13 +24,13 @@
 import ItemCommon
 import ReadChConfig
 import BuffSkill
-import PetControl
 import OperControlManager
 import PlayerFamily
 import ShareDefine
 import PlayerViewCache
 import PlayerBillboard
 import GameServerRefresh
+import IPY_PlayerDefine
 import IPY_GameWorld
 import ChPyNetSendPack
 import NetPackCommon
@@ -38,22 +38,16 @@
 import PlayerPrestigeSys
 import FBCommon
 import PassiveBuffEffMng
-import EventReport
 import PlayerSuccess
 import ItemControler
 import GameFuncComm
 import IpyGameDataPY
 import PyGameData
-import PlayerFeastTravel
-import PlayerActTurntable
-import PlayerCostRebate
-import PlayerActLunhuidian
-import GY_Query_CrossRealmReg
-import CrossRealmPlayer
-import CrossPlayerData
+import OpenServerActivity
 import PlayerActivity
 import ChNetSendPack
 import PlayerState
+import PlayerBeauty
 import PlayerOnline
 import PlayerTask
 import PlayerMail
@@ -233,7 +227,7 @@
 #  @remarks 
 def FamilyNotify(familyID, msgMark, msgParamList=[]):
     #GameWorld.GetPlayerManager().BroadcastCountry_NotifyCode(0, familyID, msgMark, __GetNotifyCodeList(msgParamList))
-    PlayerFamily.NotifyAllFamilyMemberMsg(familyID, msgMark, msgParamList)
+    #PlayerFamily.NotifyAllFamilyMemberMsg(familyID, msgMark, msgParamList)
     return
 
 #---------------------------------------------------------------------
@@ -616,10 +610,6 @@
 #    curPlayer.SetIsConfronting(False)
 #    #通知客户端 //0进入;其他退出
 #    curPlayer.View_PlayerBattle(0, 0, 1)
-#    
-#    #清除战宠仇恨
-#    PetControl.ClearFightPetAngry(curPlayer)
-#    
 #    #添加测试信息
 #    GameWorld.GodLog(curPlayer, '退出战斗对峙成功')
     return
@@ -880,8 +870,6 @@
     PassiveBuffEffMng.OnPlayerLeaveMap(curPlayer)
     #杀死所有召唤的灵
     KillPlayerSummonNPC(curPlayer)
-    #召唤回出战的宠物
-    PetControl.ReCallFightPet(curPlayer)
     curPlayer.DeleteMirror()
     return
 
@@ -959,8 +947,6 @@
     
     PlayerSuccess.FinishDelayAddSuccessProgress(curPlayer, tick)
     playerID = curPlayer.GetPlayerID()
-    if not isDisconnect:
-        CrossPlayerData.ClearCrossSyncDataCache(curPlayer)
     #清除地图玩家缓存
     PyGameData.g_playerReqEnterFBEx.pop(playerID, None)
     #移除地图缓存的境界难度玩家ID信息
@@ -968,6 +954,64 @@
         if playerID in playerIDList:
             playerIDList.remove(playerID)
     return
+
+
+def OnPlayerLogin(curPlayer):
+    DoGMForbidenTalkOnLogin(curPlayer)
+    curPlayer.SetDict(ChConfig.Def_PDict_DayOnlineCalcTime, int(time.time()))
+    return
+
+def PlayerOnDay(curPlayer):
+    
+    PayCoinOnDay(curPlayer)
+    
+    # 重置今日累计在线时长统计
+    NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_DayOnlineTime, 0)
+    curPlayer.SetDict(ChConfig.Def_PDict_DayOnlineCalcTime, int(time.time()))
+    return
+
+def OnMinute(serverTime):
+    
+    # 定时记录当前在线玩家今日总在线时长
+    if [serverTime.hour, serverTime.minute] in [[23, 55], [23, 59]]:
+        playerManager = GameWorld.GetPlayerManager()
+        for i in xrange(playerManager.GetPlayerCount()):
+            curPlayer = playerManager.GetPlayerByIndex(i)
+            if not GameWorld.IsNormalPlayer(curPlayer):
+                continue
+            RecordTodayOnlineTime(curPlayer)
+    return
+
+def RecordTodayOnlineTime(curPlayer):
+    '''更新记录今日累计在线时长
+    【注】不能在onday调用,不然可能导致流向记录是错误的
+    比如玩家离线了多天后上线,会触发onday,此时记录的在线时长实际是上一次离线天的在线时长
+    
+    【正确调用时机】
+    1. 每次离线
+    2. 每日的 23:59 分触发一次,理论上可能最多少统计1分钟,暂无视
+    '''
+    onlineTime = GetOnlineTimeToday(curPlayer)
+    DataRecordPack.DR_OnlineTimeToday(curPlayer, onlineTime)
+    return
+
+def GetOnlineTimeToday(curPlayer):
+    ## 获取今日累计在线时长,即使不离线过天也需要重置重新计算
+    curTime = int(time.time())
+    onlineTime = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_DayOnlineTime)
+    calcTime = curPlayer.GetDictByKey(ChConfig.Def_PDict_DayOnlineCalcTime) # 计算用,不用存db
+    if not calcTime:
+        calcTime = curTime
+    curPlayer.SetDict(ChConfig.Def_PDict_DayOnlineCalcTime, curTime)
+    
+    passTime = curTime - calcTime
+    if passTime > 0:
+        onlineTime += passTime
+    onlineTime = min(onlineTime, 86400) # 3600*24=86400 # 最大累计1天时长
+    GameWorld.DebugLogEx("今日累计在线时长: %s, passTime=%s", onlineTime, passTime, curPlayer.GetPlayerID())
+    NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_DayOnlineTime, onlineTime)
+    return onlineTime
+
 
 ##更新保存玩家在线时间
 # @param curPlayer 玩家实例
@@ -1056,9 +1100,7 @@
 # @return 返回值无意义
 # @remarks 玩家离开服务器
 def PlayerLeaveServer(curPlayer, tick):
-    #宠物下线逻辑, 这里要进行排行榜, 优先做, 避免玩家光环等属性影响宠物属性失效
-    PetControl.DoLogic_PetInfo_OnLeaveServer(curPlayer, tick)
-    
+    RecordTodayOnlineTime(curPlayer)
     #清除下线消失的buff, 在更新排行榜之前
     __DisconnectClearBuff(curPlayer, tick)
     
@@ -1081,40 +1123,8 @@
     #召唤兽死亡
     KillPlayerSummonNPC(curPlayer)
     #更新从本地图离线信息
-    PyGameData.g_disconnectPlayer[curPlayer.GetPlayerID()] = [tick, curPlayer.GetPosX(), curPlayer.GetPosY()]
-    GameWorld.DebugLog("玩家从本地图离线: %s" % PyGameData.g_disconnectPlayer, curPlayer.GetPlayerID())
+    GameWorld.DebugLog("玩家从本地图离线", curPlayer.GetPlayerID())
     return
-
-def GetPlayerLeaveServerTick(playerID):
-    # 获取玩家从本地图中离线时的tick, 最大支持1小时, 如果有需要大于1小时的请调整超时限制
-    # 注: 返回值为0时,只能代表玩家不是在本地图离线1小时内,并不能代表玩家当前是否在线状态,可能在其他地图
-    if playerID not in PyGameData.g_disconnectPlayer:
-        return 0
-    return PyGameData.g_disconnectPlayer[playerID][0]
-
-def GetPlayerLeaveServerPos(playerID):
-    # 获取玩家从本地图中离线时的坐标
-    # 注:使用本函数时,一定要先使用函数 GetPlayerLeaveServerTick 确保是从本地图中离线的才可使用
-    # @return: posX, posY
-    if playerID not in PyGameData.g_disconnectPlayer:
-        return 0, 0
-    return PyGameData.g_disconnectPlayer[playerID][1:3]
-
-def RemoveTimeoutLeaveServerPlayerInfo(tick):
-    # 暂定每天凌晨5点执行一次
-    for playerID, leaveInfo in PyGameData.g_disconnectPlayer.items():
-        leaveTick = leaveInfo[0]
-        if tick - leaveTick > 3600000: # 清除超时1小时的记录
-            PyGameData.g_disconnectPlayer.pop(playerID)
-    return
-
-def RemoveLeaveServerPlayerInfo(playerID):
-    # 上线移除在本地图下线的记录
-    if playerID in PyGameData.g_disconnectPlayer:
-        PyGameData.g_disconnectPlayer.pop(playerID)
-        GameWorld.DebugLog("进入本地图,移除上次在本地图离线记录!", playerID)
-    return
-
 
 ##清除回收战
 # @param None
@@ -1147,8 +1157,6 @@
     
     FBLogic.DoPlayerChangeMapLogic(curPlayer, tick)
     #summonList = list()
-    #召回宠物
-    PetControl.ReCallFightPet(curPlayer)
     #1. 删除自己不需要的召唤兽(火焰之灵等)
     #必须用while, 因为在循环中要删除
     # 召唤兽切地图不带过去
@@ -1204,7 +1212,6 @@
     
     GameWorld.Log("PlayerLeaveFB...", curPlayer.GetPlayerID())
     if GameWorld.IsCrossServer():
-        CrossRealmPlayer.PlayerExitCrossServer(curPlayer)
         return
     
     funcLineID = 0
@@ -1282,74 +1289,6 @@
     return
 
 #---------------------------------------------------------------------
-
-def PlayerEnterCrossServer(curPlayer, mapID, lineID):
-    playerID = curPlayer.GetPlayerID()
-    GameWorld.Log("玩家请求进入跨服地图: mapID=%s,lineID=%s" % (mapID, lineID), playerID)
-    if mapID not in ChConfig.Def_CrossMapIDList:
-        return
-    
-    tick = GameWorld.GetGameWorld().GetTick()
-    lastRequestTick = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_RequestEnterCrossServerTick)
-    if lastRequestTick and tick - lastRequestTick < 5000:
-        GameWorld.DebugLog("    请求进入跨服CD中!", playerID)
-        NotifyCode(curPlayer, "RequestEnterCrossServerCD")
-        return
-    
-    crossRegisterMap = curPlayer.NomalDictGetProperty(ChConfig.Def_PlayerKey_CrossRegisterMap)
-    if crossRegisterMap:
-        GameWorld.ErrLog("跨服已经在上传数据,不重复提交!crossRegisterMap=%s,mapID=%s" % (crossRegisterMap, mapID), playerID)
-        return
-    
-    if GameWorld.IsCrossServer():
-        GameWorld.DebugLog("跨服服务器不允许该操作!")
-        return
-    
-    if GetCrossMapID(curPlayer):
-        GameWorld.ErrLog("玩家当前为跨服状态,不允许再次请求进入跨服!", curPlayer.GetPlayerID())
-        return
-    
-    if not CrossRealmPlayer.IsCrossServerOpen():
-        NotifyCode(curPlayer, "CrossMatching18")
-        return
-    
-    if GameObj.GetHP(curPlayer) <= 0:
-        NotifyCode(curPlayer, "CrossMap4")
-        return
-    
-    if PlayerState.IsInPKState(curPlayer):
-        NotifyCode(curPlayer, "SingleEnterPK", [mapID])
-        return
-    
-    fbIpyData = FBCommon.GetFBIpyData(mapID)
-    if fbIpyData:
-        fbLineIpyData = FBCommon.GetFBLineIpyData(mapID, lineID, False)
-        if not fbLineIpyData:
-            GameWorld.DebugLog("副本表找不到副本对应功能线路!mapID=%s,lineID=%s" % (mapID, lineID))
-            return
-        ret = FBCommon.CheckCanEnterFBComm(curPlayer, mapID, lineID, fbIpyData, fbLineIpyData)
-        if ret != ShareDefine.EntFBAskRet_OK:
-            return
-        
-        if not FBLogic.OnEnterFBEvent(curPlayer, mapID, lineID, tick):
-            GameWorld.DebugLog("    OnEnterFBEvent False!", curPlayer.GetPlayerID())
-            NotifyCode(curPlayer, "SingleEnterDefaul")
-            return
-        
-    # 需要动态分布线路的地图,发送到跨服服务器进行分配
-    if mapID in ChConfig.Def_CrossDynamicLineMap:
-        extendInfo = {}
-        msgDict = {"PlayerID":curPlayer.GetPlayerID(), "MapID":mapID, "FuncLineID":lineID, "LV":curPlayer.GetLV()}
-        if extendInfo:
-            msgDict.update(extendInfo)
-        GameWorld.SendMsgToCrossServer(ShareDefine.ClientServerMsg_EnterFB, msgDict)
-    else:
-        isSend = GY_Query_CrossRealmReg.RegisterEnterCrossServer(curPlayer, mapID, lineID=lineID)
-        if not isSend:
-            return
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_RequestEnterCrossServerTick, tick)
-    return
-
 ##玩家进入副本
 # @param curPlayer 玩家实例
 # @param mapID 地图ID
@@ -2736,14 +2675,13 @@
     elif type_Price == IPY_GameWorld.TYPE_Price_Silver_Paper:
         __PayMoneyAfterBySilverPaper(curPlayer, price)
         
-    #转盘活动
-    PlayerActTurntable.OnPlayerUseGold(curPlayer, type_Price, price)
-    #轮回殿
-    PlayerActLunhuidian.AddLunhuidianValue(curPlayer, PlayerActLunhuidian.AwardType_PayMoney, type_Price, price)
     if type_Price == ShareDefine.TYPE_Price_Xiantao:
         # 累加未结算战锤 - 经验
         unXiantaoCntExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntExp)
         NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntExp, unXiantaoCntExp + price)
+        # 累加最后一档品质装备保底
+        lastColorEquipLucky = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_LastColorEquipLucky)
+        NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_LastColorEquipLucky, lastColorEquipLucky + price)
         # 累加未结算战锤 - 装备
         AddUnXiantaoCntEquip(curPlayer, price)
         # 累加未结算战锤 - 战利品
@@ -2754,6 +2692,7 @@
             for itemID, upperCnt in DailyBootyUpperList:
                 if upperCnt <= 0:
                     continue
+                upperCnt = GetBootyUpper(curPlayer, itemID, upperCnt)
                 if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_BootyDropToday % itemID) >= upperCnt:
                     continue
                 unXiantaoCntBooty = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntBooty % itemID)
@@ -2795,106 +2734,36 @@
         orderInfo = infoDict.get("orderInfo", "")
         GameWorld.Log("记录消耗代币: eventName=%s,price=%s,nowMoney=%s,payCoinDay=%s,orderInfo=%s" % (eventName, price, nowMoney, payCoinDay, orderInfo), playerID)
         GameWorld.AddPlayerRec(playerID, ShareDefine.Def_PlayerRecType_PayCoin, [2, price, nowMoney, payCoinDay], orderInfo, 1)
-    # 流向用 eventName
-    #if eventName:
-    if costType == ChConfig.Def_Cost_Treasure:
-        GameWorld.DebugLog("BT版本寻宝消耗货币暂时不记录流向: %s,type_Price=%s,price=%s" % (eventName, type_Price, price))
-    else:
-        DataRecordPack.DR_UseMoney(curPlayer, eventName, type_Price, price, infoDict) # 流向
-        EventReport.WriteEvent_virtual_resource(curPlayer, type_Price, reason_name, quantity,
-                                                unitPrice, ShareDefine.Def_UserAction_Money_Use, infoDict)
-    #===========================================================================
-    # if type_Price == IPY_GameWorld.TYPE_Price_Gold_Money:
-    #    EventReport.WriteEvent_virtual_cost(curPlayer, quantity, unitPrice, reason_name)
-    # elif type_Price in [IPY_GameWorld.TYPE_Price_Gold_Paper, IPY_GameWorld.TYPE_Price_Silver_Money]:
-    #    
-    #    # 金币未指定消费类型的不记录
-    #    if type_Price == IPY_GameWorld.TYPE_Price_Silver_Money and costType == ChConfig.Def_Cost_Unknown:
-    #        return
-    #    EventReport.WriteEvent_virtual_resource(curPlayer, type_Price, reason_name, quantity, 
-    #                                            unitPrice, ShareDefine.Def_UserAction_Money_Use)
-    #    
-    # # 自定义记录
-    # priceNameDict = {IPY_GameWorld.TYPE_Price_Gold_Money:["钻石", "GetGold", 0],
-    #                 IPY_GameWorld.TYPE_Price_Gold_Paper:["绑钻", "GetGoldPaper", 0],
-    #                 IPY_GameWorld.TYPE_Price_Silver_Money:["金币", "GetSilver", ChConfig.Def_DRRecord_Min_Silver],
-    #                 }
-    # if type_Price in priceNameDict:
-    #    typeName, moneyFuncName, minPrice = priceNameDict[type_Price]
-    #    if minPrice <= 0 or price >= minPrice: 
-    #        EventReport.WriteEvent_pay_money(curPlayer, reason_name, typeName, price, getattr(curPlayer, moneyFuncName)())
-    #===========================================================================
+        
+    DataRecordPack.DR_UseMoney(curPlayer, eventName, type_Price, price, infoDict) # 流向
     return
+
+def GetBootyUpper(curPlayer, itemID, baseUpper):
+    ## 战利品掉落上限
+    dropUpper = baseUpper
+    addPer = 0
+    addPer += PlayerBeauty.GetBeautyEffInfo(curPlayer, PlayerBeauty.EffType_BootyPer)[0] # 战利品上限提高百分比
+    
+    # 其他功能增加上限,可扩展
+    
+    if addPer:
+        dropUpper = int(baseUpper * (100 + addPer) / 100.0)
+        GameWorld.DebugLogEx("提高战利品掉落上限: itemID=%s,baseUpper=%s,addPer=%s,dropUpper=%s", itemID, baseUpper, addPer, dropUpper)
+        
+    return dropUpper
 
 ## 付款以后后续操作(金子)
 #  @param curPlayer 玩家实例
 #  @param price ,货币价格
 #  @return None
 def __PayMoneyAfterByGoldMoney(curPlayer, type_Price, price, costType, infoDict, costVIPGold):
-        
-    
-    # 充值活动玩家消耗元宝处理
-    #PlayerGoldAction.PlayerUseGold(curPlayer, price)
-    
-    # 消费返利
-    if costType not in ChConfig.CostRebate_DisableType:
-        PlayerCostRebate.AddCostRebateGold(curPlayer, costType, price, infoDict)
-        PlayerFeastTravel.AddFeastTravelTaskValue(curPlayer, ChConfig.Def_FeastTravel_UseGold, price)
-    else:
-        GameWorld.DebugLog("不计入消费活动的消费类型!costType=%s" % costType, curPlayer.GetPlayerID())
-        
-    # 事件汇报
-    #===========================================================================
-    # if costType == ChConfig.Def_Cost_BourseBuy:
-    #    # 交易所购买物品,汇报交易钻石
-    #    playerName = curPlayer.GetPlayerName()
-    #    leftGold = curPlayer.GetGold()
-    #    eventParam = "RoleID=%s,Price=%s,TradeType=Lost,LeftGold=%s" \
-    #                    % (playerName, price, leftGold)
-    #    EventReport.EventReport(ShareDefine.Def_UserAction_TradeGold, eventParam, curPlayer)
-    # else:
-    #    playerName = curPlayer.GetPlayerName()
-    #    leftGold = curPlayer.GetGold()
-    #    eventParam = "RoleID=%s,CostType=%s,ItemID=%s,Price=%s,LeftGold=%s" \
-    #                    % (playerName, costType, infoDict, price, leftGold)
-    #    EventReport.EventReport(ShareDefine.Def_UserAction_UseGold, eventParam, curPlayer)
-    #===========================================================================
-    
-    # 通知元宝消费记录
-    #__Sync_GoldCostReport(curPlayer, costType, price, expandValue)
     return
-
-
-## 通知元宝消费记录
-#  @param curPlayer: 玩家实例
-#  @param costType: 消费点类型
-#  @param price: 消费额度
-#  @param itemID: 物品id,消费类型为物品时可填
-#  @return None
-def __Sync_GoldCostReport(curPlayer, costType, price, itemID=0):
-    sendPack = ChPyNetSendPack.tagMCGoldCostReport()
-    sendPack.Clear()
-    sendPack.CostType = costType
-    sendPack.Price = price
-    sendPack.ItemID = itemID
-    NetPackCommon.SendFakePack(curPlayer, sendPack)
-    return
-
 
 ## 付款以后后续操作(金票)
 #  @param curPlayer 玩家实例
 #  @param price ,货币价格
 #  @return None
-def __PayMoneyAfterByGoldPaper(curPlayer, price, costType, infoDict):    
-    
-    # 事件汇报
-    #===========================================================================
-    # playerName = curPlayer.GetPlayerName()
-    # leftGoldPaper = curPlayer.GetGoldPaper()
-    # eventParam = "RoleID=%s,CostType=%s,ItemID=%s,Price=%s,LeftGoldPaper=%s" \
-    #                % (playerName, costType, infoDict, price, leftGoldPaper)
-    # EventReport.EventReport(ShareDefine.Def_UserAction_UseGoldPaper, eventParam, curPlayer)
-    #===========================================================================
+def __PayMoneyAfterByGoldPaper(curPlayer, price, costType, infoDict):
     return
 
 
@@ -2947,8 +2816,9 @@
             return
         SetMoney(curPlayer, priceType, updPlayerGold)
         
-        if isGiveBourseMoney and updPlayerGold > 0:
-            GiveMoney(curPlayer, ShareDefine.TYPE_Price_BourseMoney, min(value, updPlayerGold))
+        #废弃交易所额度
+        #if isGiveBourseMoney and updPlayerGold > 0:
+        #    GiveMoney(curPlayer, ShareDefine.TYPE_Price_BourseMoney, min(value, updPlayerGold))
         addDataDict["BourseMoney"] = GetMoney(curPlayer, ShareDefine.TYPE_Price_BourseMoney)
         
     elif priceType == IPY_GameWorld.TYPE_Price_Gold_Paper:
@@ -3018,9 +2888,12 @@
     
     PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_GetMoney, value, [priceType])
     PlayerActivity.AddDailyTaskValue(curPlayer, ChConfig.DailyTask_GetMoney, value, [priceType])
+    PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_OSAGetMoney, value, [priceType])
     
     if priceType == ShareDefine.TYPE_Price_FamilyCoin:
         PlayerFamily.AddFamilyContrib(curPlayer, value) # 公会币同步增加公会贡献
+    elif priceType == ShareDefine.TYPE_Price_OSAPoint:
+        OpenServerActivity.AddOSACelebrationPoint(curPlayer, value)
         
     if priceType not in [IPY_GameWorld.TYPE_Price_Gold_Money, IPY_GameWorld.TYPE_Price_Gold_Paper, ShareDefine.TYPE_Price_PayCoin] \
         and giveType == ChConfig.Def_GiveMoney_Unknown:
@@ -3040,60 +2913,7 @@
         GameWorld.Log("记录获得代币: eventName=%s,value=%s,nowMoney=%s,payCoinDay=%s,orderInfo=%s" % (eventName, value, nowMoney, payCoinDay, orderInfo), playerID)
         GameWorld.AddPlayerRec(playerID, ShareDefine.Def_PlayerRecType_PayCoin, [1, value, nowMoney, payCoinDay], orderInfo, 1)
         
-    if addDataDict.get("GiveItemEvent") == "Treasure":
-        GameWorld.DebugLog("BT版本寻宝给货币暂时不记录流向: %s,priceType=%s,price=%s" % (eventName, priceType, value))
-    else:
-        DataRecordPack.DR_GiveMoney(curPlayer, eventName, priceType, value, addDataDict)
-        EventReport.WriteEvent_virtual_resource(curPlayer, priceType, giveType, 1, value,
-                                                ShareDefine.Def_UserAction_Money_Get, addDataDict)
-    
-#===============================================================================
-#    reason_name = "Unknown" if not giveType else giveType
-#    eventName = reason_name
-#    if giveType in ChConfig.Def_GetType_Dict:
-#        eventName, reason_name = ChConfig.Def_GetType_Dict[giveType][:2]
-#    if isinstance(addDataDict, dict) and ChConfig.Def_Give_Reason_SonKey in addDataDict:
-#        reasonSon = addDataDict[ChConfig.Def_Give_Reason_SonKey]
-#    else:
-#        reasonSon = reason_name
-#    # 统一格式: 「获得组:获得原因」
-#    reason_name = "%s:%s" % (reason_name, reasonSon)
-#            
-#    # 流向用 eventName
-#    if eventName:
-#        DataRecordPack.DR_GiveMoney(curPlayer, eventName, priceType, value, addDataDict)
-#        
-#    if priceType == IPY_GameWorld.TYPE_Price_Gold_Money:
-#        playerName = curPlayer.GetPlayerName()
-#        eventParam = "RoleID=%s,AddGold=%s,LeftGold=%s,AddDataDict=%s" \
-#                    % (playerName, value, curPlayer.GetGold(), addDataDict)
-#        EventReport.EventReport(ShareDefine.Def_UserAction_GameMakeGold, eventParam, curPlayer)
-#        
-#    elif priceType == IPY_GameWorld.TYPE_Price_Gold_Paper:
-#        playerName = curPlayer.GetPlayerName()
-#        eventParam = "RoleID=%s,AddGoldPaper=%s,LeftGoldPaper=%s,AddDataDict=%s" \
-#                        % (playerName, value, curPlayer.GetGoldPaper(), addDataDict)
-#        EventReport.EventReport(ShareDefine.Def_UserAction_GameMakeGoldPaper, eventParam, curPlayer)
-#    
-# 
-#    if priceType == IPY_GameWorld.TYPE_Price_Gold_Money: #and eventName != "CoinToGold":
-#        EventReport.WriteEvent_virtual_reward(curPlayer, value, reason_name)
-#    # 二级货币产出记录, 暂只记录绑钻、金币
-#    elif priceType in [IPY_GameWorld.TYPE_Price_Gold_Paper, IPY_GameWorld.TYPE_Price_Silver_Money]:
-#        EventReport.WriteEvent_virtual_resource(curPlayer, priceType, reason_name, 1, value,
-#                                                ShareDefine.Def_UserAction_Money_Get)
-#        
-#    # 自定义记录
-#    priceNameDict = {IPY_GameWorld.TYPE_Price_Gold_Money:["钻石", "GetGold", 0],
-#                     IPY_GameWorld.TYPE_Price_Gold_Paper:["绑钻", "GetGoldPaper", 0],
-#                     IPY_GameWorld.TYPE_Price_Silver_Money:["金币", "GetSilver", ChConfig.Def_DRRecord_Min_Silver],
-#                     }
-#    if priceType in priceNameDict:
-#        typeName, moneyFuncName, minPrice = priceNameDict[priceType]
-#        if minPrice <= 0 or value >= minPrice: 
-#            EventReport.WriteEvent_give_money(curPlayer, reason_name, typeName, value, getattr(curPlayer, moneyFuncName)())
-#===============================================================================
-        
+    DataRecordPack.DR_GiveMoney(curPlayer, eventName, priceType, value, addDataDict)
     return
 
 
@@ -3438,8 +3258,7 @@
                 isNotifyServer = False
             
             curPlayer.SetLV(curLV, isNotifyServer)
-            #EventReport.WriteEvent_level_up(curPlayer)
-                       
+            
             # 记录玩家升级
             DataRecordPack.DR_PlayerUpgrade(curPlayer, curPlayer.GetLV(), GetPlayerTotalExp(curPlayer), lvUpNeedExp)
             DataRecordPack.Cache_FightPowerChangeInfo(curPlayer, ChConfig.PowerDownType_LVUP, {'lv':curLV})
@@ -3466,8 +3285,8 @@
             #aftFreePoint = curPlayer.GetFreePoint()
             if aftLV > befLV:
                 curPlayer.SetLV(aftLV, False) # 这里不再通知GameServer
-                #PlayerTongTianLing.AddTongTianTaskValue(curPlayer, ChConfig.TTLTaskType_LVUp, aftLV - befLV)
                 PlayerTask.UpdTaskValue(curPlayer, ChConfig.TaskType_LV)
+                ChPlayer.OnPlayerBaseInfoChange(curPlayer, IPY_PlayerDefine.CDBPlayerRefresh_LV) # 等级
                 
             #if aftFreePoint > befFreePoint:
             #    curPlayer.SetFreePoint(aftFreePoint)
@@ -3678,9 +3497,6 @@
 
         #杀死所有召唤的灵
         KillPlayerSummonNPC(curPlayer)
-        
-        #召唤回出战的宠物
-        PetControl.ReCallFightPet(curPlayer)
         
         #清空使用技能记录
         curPlayer.ClearUseSkillRec()
@@ -4096,7 +3912,7 @@
     
     if crossActName and crossActIDKey:
         playerActID = curPlayer.NomalDictGetProperty(crossActIDKey)
-        actInfo = CrossRealmPlayer.GetPlayerCrossActInfo(curPlayer, crossActName)
+        actInfo = {}#GetPlayerCrossActInfo(curPlayer, crossActName)
         actID = actInfo.get(ShareDefine.ActKey_ID, 0)
         cfgID = actInfo.get(ShareDefine.ActKey_CfgID, 0)
         state = actInfo.get(ShareDefine.ActKey_State, 0)
@@ -4316,7 +4132,9 @@
 
 ## 主线关卡过关进度值 = 章节*10000+关卡编号*100+第x波
 def GetMainLevelPassValue(curPlayer): return curPlayer.GetExAttr1()
-def SetMainLevelPassValue(curPlayer, value): curPlayer.SetExAttr1(value, False, False) # 不通知GameServer
+def SetMainLevelPassValue(curPlayer, value):
+    curPlayer.SetExAttr1(value, False, False) # 不通知GameServer
+    GameFuncComm.DoFuncOpenLogic(curPlayer)    
 def SetMainLevelPassInfo(curPlayer, chapterID, levelNum, wave=0):
     ## 设置主线关卡过关进度
     # @param chapterID: 章节ID
@@ -4329,6 +4147,10 @@
         PlayerBillboard.UpdatePlayerBillboard(curPlayer, ShareDefine.Def_BT_MainLevel, lvID)
         PlayerTask.UpdTaskValue(curPlayer, ChConfig.TaskType_MainLevel)
         PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_MainLevel, lvID)
+        PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_OSAMainLevel, lvID)
+        if OpenServerActivity.GetOSAState(curPlayer, ShareDefine.Def_BT_OSA_MainLevel) == 1:
+            PlayerBillboard.UpdatePlayerBillboard(curPlayer, ShareDefine.Def_BT_OSA_MainLevel, lvID)
+        DataRecordPack.DR_MainLevelPass(curPlayer, lvID)
     return value
 def GetMainLevelPassInfo(curPlayer):
     ## 获取主线关卡过关进度信息
@@ -4369,11 +4191,15 @@
     wave = value % 100
     return chapterID, levelNum, wave
 
+## 额外记录最后一次接到的主线任务ID,仅接到新任务时更新即可,可方便用于后台统计或其他判断
+def GetMainTaskID(curPlayer):return curPlayer.GetExAttr20()
+def SetMainTaskID(curPlayer, value): curPlayer.SetExAttr20(value)
+
 ## 获取佩戴的称号ID
 def GetTitleID(curPlayer): return curPlayer.GetExAttr3()
 def SetTitleID(curPlayer, titleID):
     curPlayer.SetExAttr3(titleID, False, False)
-    PlayerFamily.RefreshFamilyMember(curPlayer)
+    ChPlayer.OnPlayerBaseInfoChange(curPlayer, IPY_PlayerDefine.CDBPlayerRefresh_ExAttr3) # 称号
     return
 
 ## 协助目标玩家ID
@@ -4389,11 +4215,8 @@
 def GetFBFuncLineID(curPlayer): return 0
 
 ## 跨服状态所在地图ID: 0-非跨服状态,非0-跨服状态对应的地图ID
-def GetCrossMapID(curPlayer): return curPlayer.GetExAttr5()
+def GetCrossMapID(curPlayer): return 0
 def SetCrossMapID(curPlayer, value):
-    curPlayer.SetExAttr5(value, False, True)
-    if not value:
-        CrossPlayerData.ClearCrossSyncDataCache(curPlayer)
     return
 
 ## 铜钱点, 支持铜钱超20亿
@@ -4455,19 +4278,7 @@
     return
 
 ## 玩家所属服务器组ID
-def GetPlayerServerGroupID(curPlayer): return curPlayer.GetExAttr13()
-def UpdPlayerServerGroupID(curPlayer):
-    # 更新自己的服务器组ID, 跨服服务器不处理
-    if GameWorld.IsCrossServer():
-        return
-    serverGroupID = GameWorld.GetServerGroupID()
-    if not serverGroupID:
-        return
-    playerServerGroupID = curPlayer.GetExAttr13()
-    if playerServerGroupID != serverGroupID:
-        curPlayer.SetExAttr13(serverGroupID, False, True)
-        GameWorld.DebugLog("更新玩家所属服务器组ID: serverGroupID=%s" % serverGroupID)
-    return
+def GetPlayerServerGroupID(curPlayer): return 0
 
 # 境界难度等级
 def GetRealmDifficulty(curPlayer): return 0
@@ -4510,9 +4321,8 @@
     #if value < beforeFightPower:
     #    DataRecordPack.DR_FightPowerChangeInfo(curPlayer, beforeFightPower)
     GameWorld.DebugLog("总战力: %s, beforeFightPower=%s" % (value, beforeFightPower), curPlayer.GetPlayerID())
-    #PlayerBillboard.UpdatePlayerFPTotalBillboard(curPlayer)
-    #if beforeFightPower != totalFightPower:
-    #    CrossPlayerData.OnPlayerFightPowerChange(curPlayer)
+    if beforeFightPower != value:
+        ChPlayer.OnPlayerBaseInfoChange(curPlayer, IPY_PlayerDefine.CDBPlayerRefresh_FightPower) # 战力
     return
 
 ## 设置模块战斗力,支持超过20E = 模块公式战力 + 技能附加战力 + 其他附加战力
@@ -4567,62 +4377,6 @@
     #    atkInterval *= 100
     
     return atkInterval
-
-##玩家增加真气
-# @param curPlayer 玩家
-# @param value 增加数值
-# @param canOverbrim 可否溢出(默认不行) 
-# @param isSysMsg 是否系统提示(默认需要) 
-# @return None
-def PlayerAddZhenQi(curPlayer, addValue, canOverbrim=False, isSysMsg=True, eventName="unknown", eventData=""):
-    if addValue <= 0:
-        return True
-    
-    curZhenQi = GetZhenQi(curPlayer)  # 当前真气
-    
-    value = curZhenQi + addValue
-    
-    if value == curZhenQi:
-        #真气值没有改变
-        return False
-    
-    #===============================================================================================
-    # if isSysMsg:
-    #    #GeRen_chenxin_254483:获得真气值XX点
-    #    NotifyCode(curPlayer, "GeRen_chenxin_254483", [addValue])
-    #===============================================================================================
-    
-    SetZhenQi(curPlayer, value)
-    #EventReport.WriteEvent_add_zhenqi(curPlayer, eventName, eventData, addValue, value)
-    return True
-
-
-##玩家减少真气
-# @param curPlayer 玩家
-# @param lostValue 减少数值
-# @return None
-def PlayerLostZhenQi(curPlayer, lostValue, eventName="unknown", eventData=""):
-    if lostValue <= 0:
-        return True
-    
-    curZhenQi = GetZhenQi(curPlayer)  # 当前真气
-    
-    value = max(0, curZhenQi - lostValue)
-    if value < 0:
-        GameWorld.ErrLog("curZhenQi = %s, lostValue = %s" % (curZhenQi, lostValue))
-        return False
-    
-    #GeRen_chenxin_365899:消耗真气值XX点.
-    #NotifyCode(curPlayer, "GeRen_chenxin_365899", [lostValue])
-    
-    SetZhenQi(curPlayer, value)
-    
-    #EventReport.WriteEvent_lost_zhenqi(curPlayer, eventName, eventData, lostValue, value)
-    return True
-
-## SP真气值 - 暂废弃 ExAttr7、ExAttr8 改为专精选择通知,用于前端表现其他玩家的不同专精特效
-def GetZhenQi(curPlayer): return 0
-def SetZhenQi(curPlayer, totalZhenQi): return
 
 #===============================================================================
 # #@warning: ExAttr6~ExAttr10, 新增2个布尔默认参数, 是否通知客户端, 是否通知GameServer, 默认值为False
@@ -4857,13 +4611,6 @@
 #-------------------------------------------------------------------------------
 ## 设置玩家字典值, 存库
 def NomalDictSetProperty(curPlayer, key, value, dType=0):
-    if CrossPlayerData.IsNeedProcessCrossPlayer(curPlayer) and key not in \
-        [ChConfig.Def_PlayerKey_CrossRegisterMap]:
-        playerID = curPlayer.GetPlayerID()
-        changeDict = PyGameData.g_crossPlayerDictChangeInfo.get(playerID, {})
-        changeDict[(key, dType)] = value
-        PyGameData.g_crossPlayerDictChangeInfo[playerID] = changeDict
-        
     if value == 0:
         curPlayer.NomalDictDelProperty(key, dType)
         return 0

--
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